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Messages - IchoTolot

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1996
Just came to my mind:

The queued up assignments then need to be checked again if they overlap with future assignments. In that case they must be delayed even further.

1997
I was reminded of this topic in on one of my Lemmings videos.

So are there any plans for a change now? ???

1998
Finally all 200 main levels are created, now the following will happen:

- I will prepare a test version for beta testers (this can take a little bit, as I need to order all 220 levels properly, assign the proper music track to everything and put the pack together)

- During testing I will create the dedicated 5 rank finisher levels. Yes, there are actually 205 main levels. ;)  These will be added during the test phase, whenever a level is ready.

- After the 5 final levels are finished, found backroutes are patched out so far and new replays stop coming in from testers, the actual release version will be prepared.


I also prepared 3 batches of blueprint copies that will be given out to the first 3 people who solved everything (including resolving of previously fixed levels and maybe some very BIG backroutes you may have found of course). :)

I will reach out to the possible testers I have in mind when the test version is ready. :)

1999
Closed / [Bug][Player/Toolkit] Inconsistent display of pack author info
« on: November 04, 2018, 04:35:05 PM »
Today we've got a bit of nitpicking. ;)

The pack toolkit suggests under Title (second line):

"by Unknown Author"

In the main menu screen of the pack it is correctly displayed:

"by Unknown Author"

The level select screen however adds another "By" if you click on the pack there:

"By by Unknown Author"

So either:

- Remove the auto addition of the extra "By" in the level select screen. So users can put "by username" in the secondary title field as it is currently displayed.

- Add the addition of the extra "By" in the main menu screen as well. So users can put "username" in the secondary title field. The default display of "by Unknown Author" would need to change to "Unknown Author" then as well.

2000
I propose instead of disallowing typing, correct the crashes. Use it as kind of a "search" feature, but keep the currently-loaded tileset unless another valid one is selected / typed.

That is an excellent idea, which can help users with managing the ever growing tileset list. :thumbsup:

2001
NeoLemmix Main / Re: NeoLemmix - Quo vadis?
« on: October 28, 2018, 04:15:05 PM »
Some users were complaining about NL to stagnate and I think it has to do mainly with there only being 1 person on the code side of things now.

After I've finished up United and rewrote the NL manual, I could try and read myself into the code and help Nepster to speed up processes and reduce pressure.

It will take a long time to get myself into the massive block of code though and I will probably have to sacrifice a ton of free time before I start to be useful there + also I need to learn C# and Delphi in which I don't have programming experience in (I have mostly programmed in Java during my computer science bachelor), but I think we need reinforcements on this front more than anything else!

2002
NeoLemmix Main / Re: Manual for NeoLemmix - Update to V1.43
« on: October 28, 2018, 04:08:18 PM »
With the latest NL new formats update I will be picking this up again.

I've aquired Nepster's LateX files and will sart overhauling/rewriting the manual for the new formats.

This will take quite a while (I'm guessing 1-2 months) due to me having to completely do a lot of pictures from scratch again and redo quite a lot of texts. Also I've got other stuff to do as well. :P

When it's ready I will set up a new topic, where users can post things I've missed or got wrong.

2003
Closed / Re: [Suggestion] Ghost as a skill
« on: October 28, 2018, 04:01:05 PM »
I'm done. :8():

Do what you seem is right.

I'm sick of people getting all riled up in conversations, get emotional and try to blame persons, because someone is not on their side in a conversation or does not support their believes.

Try to convince Nepster, then you get your wish.

Icho out. 8-)

2004
Closed / Re: [Suggestion] Ghost as a skill
« on: October 28, 2018, 12:18:25 AM »
I would be all up for a downwards builder for example. It is more difficult to carve a path downwards skillwise, even more diagonally. Stoners are perhaps the best option. A diagonally downwards constructive skill would fill a gap in my opinion.

2005
Closed / Re: [Suggestion] Ghost as a skill
« on: October 27, 2018, 07:48:10 PM »
Quote
Seven months is not a long time. I've been working on GemLems for five months and I'm still on the first rank. We all have different amounts of real-life commitments, and it can be hard to squeeze in time to work on level creation.

Since IchoTolot's main argument seems to be that next to no-one liked and used ghosts when they were removed (failing to consider that several other people have joined the forums in the meantime), this is starting to fall apart right there:

Most packs of decent quality are at least several months in the making, if not a year. My first packs were rushed out pretty quickly, and as a consequence, their quality is a lot less consistent than my younger releases. namida seems to be able to create a lot of challenging levels + graphic sets in a very short amount of time, as demonstrated once again by Lemmings Plus VI. The majority of people however do take their time to develop larger packs:

For packs, yes. But given not even 1 other single level has used them in over half a year and no other packs annouced to use them, this time period seems very appropriate. Also no contest entry made use of them either and no contest rule excluded them.

Also, I miss the huge crowd here demanding ghosts. Where are all the people really starving to use them? Until now only Giga clearly stated he likes them and he was indeed the only other person who used them earlier.
ccexplore stated they feel somewhat overpowered and "namida's opinion that the old ghost gimmick didn't ultimately contribute much is perhaps a good data point to take into account".
Proxima criticised the time period they were available.

If there was a great demand from a lot for them (not just very few people), I would step aside and while still dislikeing and criticising them, try to tolerate them.

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I'd totally go with the "pick the rules for the next contest" option... and then make those rules "create a level involving a ghost or a gimmick"!

That would not be possible. The contest are held in NL new format and Lix only. Both of them don't cover gimmicks. Maybe you can convince Simon to include some more gimmicks in Lix. ;)

Quote
It's fine if they are simply available, IchoTolot; it's not like you have to use them if you don't like them!

Yes, I don't have to use them, but I think they reduce the quality of the program by bringing not much new and increase clutter and complexity by a lot. That is my main concern and when I have to make a huge argument again then so shall it be. I care for the program, therefore I state my concerns (even if that makes me somewaht harsh in the eyes of some).

Also ultimately you will have to convince Nepster, not me. He needs to see the use and demand for them.

2006
Closed / Re: [Suggestion] Ghost as a skill
« on: October 27, 2018, 04:27:08 PM »
I mainly ask this out of curiosity, but for how long did the ghost feature exist before its removal?


The 2 packs featuring them were posted in early Dec 2015 and early July 2016. So they were in there for at least 7 months, which I would deem as enough of a timespan for people making levels with them if they were interested.

Packs:
1st Dec 2015: https://www.lemmingsforums.net/index.php?topic=2313.0
2nd July 2016: https://www.lemmingsforums.net/index.php?topic=2798.0

2007
Closed / Re: [Suggestion] Ghost as a skill
« on: October 27, 2018, 04:01:58 PM »
You still seem to miss the other point I made in the last post.

Ghosts were an an idea that:

A) Was discarded and did not work out before.
B) Was mostly disliked.
C) Only 2 people (namida and GigaLem) used it at all, due no interest for them.
D) One of these 2 people even pushed for the removal (namida).
E) The suggested rework (removing the fear effect) will make it even less interesting, while the fear itself is very fiddly.

So I am even against the "try it out later". We've got better things to add and we will have better ideas that the majority of people will enjoy.

2008
Closed / Re: [Suggestion] Ghost as a skill
« on: October 27, 2018, 10:29:17 AM »
We aren't simply recejcting everything! But we simply shouldn't and can't implement everything so that the game becomes hopelessly overloaded with a lot of stuff near to no one cares about (like it was in the past).

We already had a huge list with things we voted on to implement (https://www.lemmingsforums.net/index.php?topic=3399.0), but after the format change basic maintenance needed to come first before adding the new stuff we voted on.
New features are in development, but still need a bit of time and the top things we voted on will come step by step.

Now extra rescources shall go to a long discarded idea that did not work out before (general dislike, only 2 people used it, one of these people even admits it didn't work out now). Additionally with the suggested removing of an effect that failed idea had will make it even less appealing (even if that extra feature was fiddly).
This sounds insane to me and our focus for new stuff should be on the things the majority agreed upon would be good to have.


2009
Closed / Re: [Suggestion] Ghost as a skill
« on: October 26, 2018, 09:49:19 PM »
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@IchoTolot: You wouldn't have to copy it over and over - just once ;) .

That's how it all starts.

Quote
Ghosts, however, have very clearly defined uses and limitations

I'd also make the case that disarmers are less intuitive than ghosts

I know that ghosts can fly so I expect these ghosts to also fly around the map. Ghosts are far far far away from being intuitive.

Also I see the object ignoring not really valuable, there are enough substitutes for it as well. The fear part would be the only thing remotely interesting, but it can lead to very fiddly stuff, which I don't like.

Quote
may I remind you of features that got removed from Old to New Formats that are now being considered for reintroduction

All the cases you mentioned here, came together under vastly different circumstances than the big gimmick cull.

Back then we all actively discussed and decided to remove gimmicks.

All features you mentioned here are casualties to the great tool switch.

Backstory:
Nepster created a personal editor for himself back then. When the new formats came along, this freshly built editor, which was mostly built around Nepster's level creation needs, became the base for the new editor. In the next months we gave a ton of feedback for this editor to make it more generally accepted.
The way of inserting terrain was one of the most criticised things about the old editor, so this one took another route.

The toolkits had to be coded from skretch, so things like the "replace" button never were actively culled, they were just forgotten/overlooked.

2010
Closed / Re: [Suggestion] Ghost as a skill
« on: October 25, 2018, 10:08:46 PM »
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Unless you want to call ghosts a gimmick, too, because they were part of the list, but the same is true for zombies (these two gimmicks were activated by default). So in that case, we could be nitpicky and say gimmicks were never fully removed, becaues zombies are still around

Then let's call zombies a gimmick. They were used by quite a lot of people and were generally accepted (that was the main reson we wanted to keep them), ghosts saw only use in very very few levels (namida and Giga were the only ones with ghosts levels I recall).

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Ghosts, in contrast, actually do less than regular lemmings, but precisely in that lies their strength.

That still doesn't reduce the actual clutter they are going to add.

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So if Lemmings were programmed in Python and I wanted to add ghosts, I'd simply copy and paste everything I need for normal lemmings, and then delete everything that defines an interaction with an object. Done!

That is exactly what you should not do! Things like this make your code a total mess! :8():

Copying a huge code chunks over and over is not good, you really want to avoid that in large programs.

Quote
I think it's just pretty plain to see that ghosts are in many ways strictly more versatile than disarmers

That is not a clear reason to add a skill. Let's propose a teleporter skill that teleports a lemming, as it is way more versatile than a climber!

Also less versatile skills are often easier to learn for players. This can be a double edged sword. Disarmers are easy to understand, ghosts not (also I wouldn't call them intuitive).

Furthermore I wouldn't call the non-interaction with objects a huge pool for extra level ideas and really mostly just an addition of extra game rules. There are enough ways to go around objects.

Because of things like this we had 20+ gimmicks back in the days. Also there is already a huge list of things we want to implement. We had resons to burry our past sins and we should not open the old graves again.

You won't convince me for the ghost case here really. I disliked them back then and my mind hasn't changed.

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